From 7d38f4940c39b217bcf6b90b7811933099916de9 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 22 May 2013 20:01:57 +0100 Subject: Implement llSetSoundQueueing(). This is controlled by the viewer, not the server. So as per http://wiki.secondlife.com/wiki/LlSetSoundQueueing, only two sounds can be queued per prim. You probably need to use llPreloadSound() for best results --- .../Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region/ScriptEngine/Shared') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 969243c..0b4b043 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2474,9 +2474,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // send the sound, once, to all clients in range if (m_SoundModule != null) { - m_SoundModule.SendSound(m_host.UUID, - ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), volume, false, 0, - 0, false, false); + m_SoundModule.SendSound( + m_host.UUID, + ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), + volume, false, m_host.SoundQueueing ? (byte)SoundFlags.Queue : (byte)SoundFlags.None, + 0, false, false); } } @@ -11822,7 +11824,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public void llSetSoundQueueing(int queue) { m_host.AddScriptLPS(1); - NotImplemented("llSetSoundQueueing"); + + if (m_SoundModule != null) + m_SoundModule.SetSoundQueueing(m_host.UUID, queue == ScriptBaseClass.TRUE.value); } public void llCollisionSprite(string impact_sprite) -- cgit v1.1